Exotic Melee Weapons

Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 non-proficient penalty.

Table: Melee Weapons

Weapon

Damage

Critical

Damage Type

Range Increment

Size

Weight

Purchase DC

Restriction

Axe, orc double*‡

1d8/1d8

20/x3

Slashing

—

Large

25 lb.

15

—

Chain1

1d6/1d6

20

Bludgeoning

—

Large

5 lb.

5

—

Chain saw

3d6

20

Slashing

—

Large

10 lb.

9

—

Flail, dire*‡

1d8/1d8

20

Bludgeoning

—

Large

20 lb.

15

—

Hammer, gnome hooked*‡

1d6/1d4

x3/x4*

Bludgeoning, Piercing

—

Med.

6 lb.

15

—

Kama

1d6

20

Slashing

—

Small

2 lb.

5

—

Katana

2d6

19–20

Slashing

—

Large

6 lb.

12

—

Khopesh*

1d8

19–20

Slashing

—

Med.

12 lb.

11

—

Kukri

1d4

18–20

Slashing

—

Small

1 lb.

5

—

Nekode*

1d4

20

Piercing

—

Tiny

2 lb.

8

—

Ninja-to*

1d6

19–20

Slashing

—

Small

3 lb.

10

—

Nunchaku

1d6

20

Bludgeoning

—

Small

2 lb.

3

—

Scourge*

1d8

20

Slashing

—

Med.

2 lb.

6

—

Shikomi-zue

1d8

20/x3

Piercing

—

Large

5 lb.

12

—

Sword, bastard*

1d10

19–20

Slashing

—

Med.

10 lb.

15

—

Sword, two-bladed*‡

1d8/1d8

19–20

Slashing

—

Large

15 lb.

16

—

Three-section staff1

1d10/1d10

20

Bludgeoning

—

Large

3 lb.

4

—

Urgosh, dwarven*‡

1d8/1d6

20/x3

Slashing, Piercing

—

Large

15 lb.

15

—

Waraxe, dwarven*

1d10

20/x3

Slashing

—

Med.

15 lb.

15

—

War fan*

1d6

20/x3

Slashing

—

Small

3 lb.

12

—

See the description of this weapon for special rules. †Reach weapon. ‡Double weapon.

Weapon Descriptions

Chain

Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Chain Saw

Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Flail, Dire

A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand can’t use it as a double weapon.

With a dire flail, you gain a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Hammer, Gnome Hooked

A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can’t use it as a double weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (x3 crit). Its hook is a piercing weapon that deals 1d4 points of damage (x4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.

Kama

A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana

The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 nonproficiency penalty applies.

Khopesh

This bizarre sword is popular with cultists of Egyptian gods. The khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hooklike blade.

Kukri

This heavy, curved dagger has its sharp edge on the inside of the curve.

Nekode

A nekode is a strap or glove fitted with spikes in the palm, favored as both a weapon and a climbing tool by ninja. Your opponent cannot use a disarm action to disarm you of a nekode. An attack with a nekode is considered an armed attack. Using a pair of nekodes while climbing gives a +1 equipment bonus on Climb checks. This bonus does not stack with the +2 bonus provided by a climber’s kit. The bagh nakh (“tiger’s claws”) is similar to the nekode, but wielded more like brass knuckles. Its statistics are the same, but it does not give a bonus on Climb checks.

Ninja-to

The ninja-to—a short, straight sword similar to a wakizashi —is the standard sword of the ninja. True to a ninja’s methods, the scabbard of the ninja-to is a multipurpose tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a weapon (use the statistics for a club).

Nunchaku

A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Shikomi-zue

This ninja weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit), and can be used as a double weapon. With the blade out, it has the statistics shown on Table: Melee Weapons.

Sword, Bastard

A bastard sword is too large to use in one hand without special training, thus it is an exotic weapon. A Medium character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Sword, Two-Bladed

A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can’t use it as a double weapon.

Three-Section Staff

Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Urgosh, Dwarven

A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can’t use it as a double weapon.

The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon head. The other is the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that does damage. An urgrosh is also called a spear-axe.

Waraxe, Dwarven

A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

War Fan

This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent’s Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round’s attack(s).

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